Entertainment Robots Market 2018-2023: Key Findings, Trends, Industry Growth, Regional Study, Top Key Players Profiles and Future ProspectsPosted:
Entertainment Robots Market Overview:
The invention of robots has not only ease human beings work but also provided a medium of entertainment. Robot toys can simulate sadness, laughter and other emotional simulation. There are animatronics robots that entertain people at different festivals and amusement parks. There are humanoid robotic toys which are usually comprised of two legs, there are robotic dog toys. Robot toys form a large part of all entertainment robots.
The entertainment industry is getting digital each day, with advancement in 4K resolution to 3D printing and motion pictures, to augmenter reality to virtual reality, our world is surrounded by the devices and equipment full of entertainment. Entertainment Robots Market is one such system of different technologies and electronics that is made for the utility purpose, serving majorly households and education sector. These robots are a result of innovation in artificial intelligence and virtual reality, keeping in mind, the needs and wants of a consumer.
The consumer, these days has become smart enough to understand the technology and the specifications that it can achieve, turning out to be one of the factor that adds to the growth of the robot market. Most of household, in many of the developed countries like the U.S., the U.K, China, India, Japan, and Germany among others have both father and mother in a working industry, and can hardly take time to interact, teach and play with their children. The modern lifestyle is one of the factor, enterprise are adopting the artificial intelligence technology, so that children and play, learn and have a companion.
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Major Key Players:
- Hasbro, Inc. (U.S.)
- Mattel, Inc. (U.S.)
- Sphero (Hong Kong)
- WowWee Group Limited. (Hong Kong)
- Aldebaran Robotics (Japan)
- Blu Frog Robotics (France)
- Modular Robotics (U.S.)
- Robo Builder (South Korea)
- Robotics Inc. (U.S.)
- Toshiba Machine Co. Ltd (Japan)
- Sony Corporation (Japan)
UBTech Robots eye bigger market coverage. Banbros Commercial has planned to tap two sectors of the market that can boost the sale of technology device. The company is the first one to position robots in retail for both entertainment and education sector. The market in these sectors has seen a positive response. Bambros’ education sector division, UBTech Robotics, is tapping the market for science and technology among children to easily build, program and share their robotic creations. Additionally, the company dived into the consumer interactive market, with a consumer robot that is programmed to be a household humanoid and can be used for both education and entertainment. The rise of robots in entertainment and education is one the factor that drive the growth of the entertainment robot market.
Robot to speak at Indiana university’s lecturer series. “Sophia”, created by David Hanson, is about to speak at Indiana University in a lecture series. Hanson’s said Sophia is the world’s “first artificial intelligence-fuelled android” and is among several one-of-a-kind robots created by Hanson Robotics. Sophia, became the official citizen of Saudi Arabia, having half face and half skull. The face can show human like expressions and the skull includes the artificial intelligence system.
The robot is further planned to visit different schools and other universities in order to communicate with the students. Due to Sophia’s connectivity with the internet and the powerful artificial intelligence, she is able to communicate with human expressions. This advancement is a major factor that drive the growth of entertainment robots.
Lego robotics for kids now in Kathmandu. A robotics programme for kids of age eight and above, known as Kids – in – Technology (KITHUB) had conducted the introduction session for programmable Lego robotics. This event introduced the kids with robotics in a fun and entertaining way, using LEGO mindstorm, a programmable robotics construction set that allows the children to build, command and control their own LEGO robot.
This initiative of introducing the LEGO robots to children in Nepal turned to be a factor to boost education, while maintaining entertainment, thereby encouraging companies to build robots that can perform dual functions. These companies possess a huge opportunity in under-developed countries in Asia, Africa, and parts of South America, where there is a lack of education.
CES 2018: Honda to Introduce 3E Robotics Concept. Honda, one of the prominent player in the robotics industry is planning to launch its new robotics concept called 3E (Empower, Experience, Empathy), where the company is planning to demonstrate its vision of a society where robotics and Artificial intelligence to assist people in various different conditions like disaster management, recovery and recreation to learning from human interaction. This will tend to be a game changer for the companies operating in information technology, electronics component manufacturing and robotics as there is a huge integration of artificial intelligence with robotic technology.
Entertainment Robots Global Market Segmentation:
Segmentation by Product: Robotic toys, educational robots, robotic companion pets.
Segmentation by Region: North America, Europe, Asia Pacific, Rest of the world.
Entertainment Robots Global Market Regional Analysis:
Automation is bringing the change in every industry, and robotics prove to be the driver for that change. The market of entertainment robots, by geography covers major regions like North America, Europe, Asia Pacific and rest of the world. Entertainment robots tend to have a huge significance in the household families, and Asia Pacific region turn out to be one the fastest growing market for entertainment robots.
This region comprise of counties like China, Japan and Taiwan, holding some of the most prominent players like Honda, Sony and Panasonic. Additionally, the lack of education in under developed countries of Asia and Africa is tend to be a driving factor for the growth of the market. However, North America is the leader in adopting entertainment robots for various applications and purposes. The countries like the U.S and Canada, being the developed countries have a quicker rate of new technology adoption because of the availability of the compatible infrastructure.
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